To map want to use oldstyle water. So before the game read the section "Recommends" in the file digs06.txt. At the moment, the best engine for this map is RMQ. Equally important is the transparency of water. I recommend r_wateralpha 0.3

And if you thought previous Digs' maps were mindfuckers, think again...

Great job.

Digs Is The New Markus Klar

#6 posted by negke [89.204.153.194] on 2011/07/01 12:02:12

Awesome level. Nonlinear, heavy exploration and lots of mindtricks again. Prepare to get lost and/or confused. :)
Good style and some really epic areas, like that wheel thing, and other warped ones. Some of the jumping bits were a little frustrating at times. 20 secrets, that must be a new record. I only found 4. I died a few times on skill 2, but only due to being cornered and boss'd, so no unfair situations overall.

At first I set wateralpha too high, but 0.3 is good and necessary here. Interesting use of water textures on the tubes.

Excuse me, do not really understand the question ... When one side is the usual texture brush, brush the whole becomes solid. Outsiders him ejected. There is a suspicion that water is working well: if one side other than water, then it will not be possible to swim

Uh

#12 posted by negke [89.204.153.194] on 2011/07/01 13:06:59

My question was if you did that on purpose, with the intention of making the sky solid. Because normally the whole brush needs to be sky-textured for the projectile removal to work (you know, when you shoot a rocket into the sky and it disappears and not explode like here).

Very fun and diverse, there was something interesting every several steps ahead. Nice 'deceptively classic' style, felt a bit futuristic and clean in some parts but was very good otherwise. Some great moments like the huge circular area. My favorite part was probably the place where simple jumping from crate to crate turns out to be something bigger. :)

I did mess up pretty badly with the last button though, and ended up noclipping. Sorry about that :(

Not sure if I broke it or if I am just too dumb to figure out how to progress. I kinda-trickjumped over the barrier in the "big wheel" room and found that lg secret but neither of the barriers in the waterways of that room are opening.

Mine was a Host_Error: SOLID_BSP with a non-bsp model when I shot rockets at the "zombies" in the lg secret.

mine was similar , when i shot rl to quad secret?

#22 posted by negke [89.204.137.138] on 2011/07/01 15:15:01

The crashes are caused by four func_ entities (two walls, two doors) without brushes attached. This happens easily with Radiant when deleting brush entities 'manually'. Can be fixed by extracting the ent list, deleting these four entities and inserting it back with qbsp/light -onlyents.

Tip

#23 posted by negke [89.204.137.138] on 2011/07/01 15:16:41

Bengt Jardrup's Glquake displays a warning for such things in the console when loading the map on developer mode.

nitin: Not a ladder, looks more like stairs. In such areas you have to look around for things to jump on.

digs: The rogue func entities I mentioned that lead to the crashes for some people are a real issue even if you didn't ran into it, and I hope you're going to release a fixed version. Just delete them from the .map and do a quick recompile with -onlyents (no need for a full compile).

a long, quakey map. Maybe a little too long, or maybe it's just because i got lost, but i felt it lasted longer than it needed to. Fun, inventive environments and secrets. Bonus points for all the loops and route choices.

Neat map, seems you took the odd room orientation aspect of the first map and played around with it more here, though I was expecting to see a lot of those layout mind games. I guess it's a good thing though you're trying something different. As such, I hope there's an Anomaly 3 down the road!

No demo from me. Played a bit in Fitz before switching over to RMQEngine for it, forgot to record there.

Very interesting map. Cool ideas. How can you create those levels without getting a headache? I have moved at random and also assumed that the way to the 5 switches will open with progress. Then it showed that a careful planing was needed to reach each of the spots.
Skill 1 wasn't difficult which was good. I always like this kind of monster/weapon mix in a map also.
The level was neatly built with nice set-pieces and mind boggling route.
Waiting for your next map.
My first play demos (24MB):
http://www.quaketastic.com/upload/files/demos/digs06_demos_ankh.zip

If silent or someone else could post a demo with all 20 secrets, i found about 15 aswell, one i didnt find is the LG secret everyone is one about and from my head i spotted 3 quads, could be a fun one to record a 100% demo aswell with all that quad and most weapons available early

Finding all secrets in this map will crack you up. I don't wanna spoil it for people who have not found them all.

They're a hell lotta fun. And, there are even a coupla fake baits... Gotta love this.

Still... if you people want, I can record a 100% demo and post it...

Completly Different Route

#68 posted by Orbs [62.163.56.205] on 2011/07/10 01:33:46

Tried looking for a all secrets and i did find a couple more now (i was at 17) then i all of sudden thought of this route and gave up the browsing for secrets. one more good tweak and it I might get within 3 mins.

Finally got around to downloading this and having my first play through of it, and WOW, this is incredible.
Just when you think people have exhausted the limits of what is possible with vanilla quake, someone comes along and pushes the boundaries even further.
I got lost a few times and got a bit confused, but eventually worked out all the puzzles.
Incredibly innovative and well thought out map.
Fantastic work Digs!